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  1. #1
    Research Fiend Technical Administrator Tetris Champion, Summer Games Champion, Snakeman Champion, Ms Pacman Champion therother's Avatar
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    Default Re: Attention CA: Trade Disruption Bug!!?

    This is an area I'm interested in but haven't quite got round to investigating properly. But can I suggest using the "toggle_fog" RomeShell command to remove the fog of war from your game. This should help you identify any bandits, ships, etc. affecting your trade.

    Also, devastation seems to be a factor that only affects farming (and perhaps mining, harder to check) income. Although it doesn't seem to be subtracted from my income either, at least in any straightforward way.
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    Research Fiend Technical Administrator Tetris Champion, Summer Games Champion, Snakeman Champion, Ms Pacman Champion therother's Avatar
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    Default Re: Attention CA: Trade Disruption Bug!!?

    All right, I couldn't resist. No willpower evidently.

    I also get the top two of my Sea trade routes blinking. Here's the figures taken from 6 turns of Tarentum.

    Code:
    	ShipW	Dock	Rebels	NoRebs	CrotReb	Roads
    Land
    Arim	96	98	98	98	98	197
    Capua	115	117	117	117	117	234
    Croton	122	124	124	124	0	46
    LandTot	333	339	339	339	215	477
    
    Imports						
    
    Mess	70	78	78	78	78	78
    Syra	50	52	51	51	51	51
    Thermon	45	56	94	94	94	38
    Corith	0	0	38	38	39	56
    ImpTot	165	186	223	223	223	167
    
    Exports						
    
    Syra	263	271	270	409	409	409
    Mess	233	240	239	362	362	362
    Ther	0	171	170	258	258	267
    ExpTot	496	682	679	1029	1029	1038
    						
    Overall	994	1207	1241	1591	1467	1682
    
    Solid	731	904	974	1162	1162	911
    Blink	994	1207	1241	1591	1467	1682
    
    Blink/
    Diff	263	303	267	429	305	771
    Top two	496	511	509	771	771	771
    ShipW: Shipwright
    Dock: Dockyard Build
    Rebels: Rebels on road to Ariminum
    NoRebs: Bribed Rebels
    CrotReb:Croton Rebels
    Roads: Completed Paved roads


    Edit: I was just thinking. Could the blinking for the top two route be that the computer is going to attempt to move those routes the next turn, so that it is a possible loss? Only it usually isn't as it either find those two again, or two better. It would be an odd thing to do, to be sure, but it's possible.
    Last edited by therother; 10-11-2004 at 21:43.
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  3. #3
    Pet Idiot Member Soulflame's Avatar
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    Default Re: Attention CA: Trade Disruption Bug!!?

    Hmm interesting results.
    I presume you took 6 turns not directly behind eachother? Or do you have a mod that allows buildings to be made in one turn?

    In my savegame, I was (am) playing Pontus. They can only make the default roads, and I didn't alter the setting (as in: I didn't make or detroy them) to investigate it's effect during my experiment.

    At least the first turn and the last turn have the expected result as I thought they would have, using my thumb of rule.
    It would be nice (if you have the savegame) to see a turn between the 1 and 2 you have now given, one with the dockyard in the queue. That would give confirmation if I'm correct about how to calculate the profits of the new sea export (the new static icons amount minus the land trade).

    Turns 2 to 5 seem not to follow the rule of thumb I gave, so we need to look into those further to see what else (and how those other things) influence the blinks.
    I will try looking into the numbers and maybe start a new experiment of my own.

    Last questions: Did you see all the things in effect? (have a wide view radius around each city). Was it pure coincidence that there were rebels or did you add them with a mod or something?

    Edit: About your edit (). Why would it then only blink the top 2, and not the lowest? Why wouldn't it search for a different route for the last route as well? That makes no sense IMO.
    Last edited by Soulflame; 10-11-2004 at 21:47.
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    Member Member motorhead's Avatar
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    Default Re: Attention CA: Trade Disruption Bug!!?

    The continuous flashing of trade icons has been acknowledged as a bug to be fixed in the next patch. Down near the bottom of the thread you'll find a post by MikeB (CA type) "Fixed in the patch. " : http://p223.ezboard.com/fshoguntotal...ID=11002.topic
    Last edited by motorhead; 10-11-2004 at 22:37.
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    Senior Member Senior Member Jambo's Avatar
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    Default Re: Attention CA: Trade Disruption Bug!!?

    Has anyone managed to figure out if devastation actually works as intended?
    =MizuDoc Otomo=

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    Research Fiend Technical Administrator Tetris Champion, Summer Games Champion, Snakeman Champion, Ms Pacman Champion therother's Avatar
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    Default Re: Attention CA: Trade Disruption Bug!!?

    Quote Originally Posted by Jambo
    Has anyone managed to figure out if devastation actually works as intended?
    Not as yet, but I'm tracking it's effect on farming income as I type, hopefully to see if it has any effect at all, or if it is another bug.

    PS I've just worked out what your name means. Yes, I am a little slow.
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    Default Re: Attention CA: Trade Disruption Bug!!?

    Quote Originally Posted by Jambo
    Has anyone managed to figure out if devastation actually works as intended?
    I've been fiddling with various factors, and it doesn't seem to have much of an effect on anything that I could see. Trade, taxes, mining or farming income seem unaffected.

    Grovelling EDIT: It affects the Corruption and Other in the Financial Overview scroll, and works perfectly!
    Last edited by therother; 10-12-2004 at 04:16. Reason: Grovelling
    Nullius addictus iurare in verba magistri -- Quintus Horatius Flaccus

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  8. #8
    Pet Idiot Member Soulflame's Avatar
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    Default Re: Attention CA: Trade Disruption Bug!!?

    Quote Originally Posted by therother
    I've been fiddling with various factors, and it doesn't seem to have much of an effect on anything that I could see. Trade, taxes, mining or farming income seem unaffected.

    Grovelling EDIT: It affects the Corruption and Other in the Financial Overview scroll, and works perfectly!
    I expected as much a few days back, so here is the reason as well:
    Quote Originally Posted by Soulflame
    Okay now this is just weird. Jambo (& Quietus & Andrew) you are right.. it is added to the income and devastation is left out. This could be because devastation is an abnormal loss and as such directly substracted from your total (as in rebuild of the land or something?)
    It's done in some economical instances to put abnormal losses directly on the profit/loss statement (hope i remember the word right) because it is difficult to attribute it to just one city (since devastation does not come from city, but from the land: multiple cities can have difficulty from one group of bandits, you can't change anything in the city to change the effects of devastation (you need to remove the brigands) etc.). Thus it is put as a global loss, which makes a bit sense.
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  9. #9
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    Default Re: Attention CA: Trade Disruption Bug!!?

    Quote Originally Posted by motorhead
    The continuous flashing of trade icons has been acknowledged as a bug to be fixed in the next patch. Down near the bottom of the thread you'll find a post by MikeB (CA type) "Fixed in the patch. " : http://p223.ezboard.com/fshoguntotal...ID=11002.topic
    Good to know. Thanks muchly!

    Quote Originally Posted by Soulflame
    Hmm interesting results. I presume you took 6 turns not directly behind eachother? Or do you have a mod that allows buildings to be made in one turn?
    It was actually only 5 consecutive turns. My mistake. The before/after bribing rebels was the same turn. No mod on this info. The first turn mentioned was just before I built the Dockyard. The paved roads take 3 turns.

    Quote Originally Posted by Soulflame
    Turns 2 to 5 seem not to follow the rule of thumb I gave
    I put that down to rebel interference. But given what motorhead has just brought to our attention, I don't think it's worthwhile continuing the investigation until the patch is out!

    Quote Originally Posted by Soulflame
    Edit: About your edit (). Why would it then only blink the top 2, and not the lowest? Why wouldn't it search for a different route for the last route as well? That makes no sense IMO.
    I didn't think it made much sense either, but then nothing really did!
    Last edited by therother; 10-11-2004 at 23:07.
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  10. #10
    Pet Idiot Member Soulflame's Avatar
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    Default Re: Attention CA: Trade Disruption Bug!!?

    Aha! So it was a bug. I'm curious how exactly they will change it, since part of it, as I explained, can be used to determine the earnings of a future trade route if you decided to upgrade your port/shipwright. So how will it be displayed now?
    Anyway, it seems a bit pointless to experiment any further before the patch (especially since it's now confirmed as a bug and might mess up with other things we'd like to investigate), but after the patch, it'll be nice to bring out the little researcher in ourselves again
    Download version 1.2 of my RomeUnitGuide (PDF format) here;
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